Child of the Night
Benefit: You gain the following benefits and weaknesses.
• You arc an undead creature. You arc unaffected by anything that affects only living creatures. You don't need to breathe, which means you arc immune to suffocation. You also don't age. Unlike most undead, you do need to sleep.
• You have darkvision.
• You have resist 5 necrotic.
• You have vulnerable 5 radiant.
• If you end your turn in direct sunlight and lack a protective covering such as a cloak or other heavy clothing, you take 5 radiant damage (plus additional damage from your radiant vulnerability) from the sunlight, and you are weakened (save ends). If you drop below 1 hit point from this damage, you are instantly destroyed.

Blood Is Life
Benefit: Once during a short rest, an ally adjacent to you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value. You regain hit points equal to your bloodied value.
If you end a short rest with more healing surges than your usual number of healing surges for the day, you lose any healing surges beyond that number but regain all your hit points.

Enduring Soul
Benefit: While you are bloodied, you gain regeneration 4. If you take radiant damage, your regeneration does not function until the end of your next turn.

Unnatural Vitality
When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.

Dark Reaping
Encounter • Necrotic
Free Action
Trigger: A creature within 5 squares of you drops to 0 hit points.
Effect: One creature of your choice that you hit with an attack before the end of your next turn takes extra 1d8+1 necrotic damage.

Swarm of Shadows
Daily • Implement, Shadow, Teleportation
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: +4 vs. Fortitude
Hit: 3d6+8, and ongoing 5 damage (save ends).
Miss: Half damage.
Effect: You teleport to a square in the blast and are invisible until the end of your next turn.

History: H'mer D'rak, the first Visitor was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system. But he developed strong enough mental powers to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
Arriving on earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
He was later able to return to his home planet, as the evil Regime was finally beaten. Being now the elected leader of his people, he sent his son on a diplomatic and help mission to the planet of his former allies.
D'lyn gladly took the opportunity to proof himself. From his secret identity as a high school science teacher he studies the humans and their social interaction unless Forever Freedom needs his help to fight evil.

Relations to other Heroes and Villains:
Besides his own teammates and the groups regular enemies, D'lyn has a close contact to Avatu often sharing their experience of humanity with each other.
He trained sometimes with Prodigy of the Crusaders, trying to unlock the full potential of his psionic powers. So far only with mixed results. But he helped in return battling Dr. Hand, the psionic villain and member of Turmoil.

Personality: D'lyn is motivated by his curiosity and strong sense for justice. This justice is not always the same as the local law, but he had grown accustomed to it over the years.
He seems sometimes uncaring and aloft, but it is a facade, hiding his true feelings to the people surrounding him. Knowing he is tougher than many others around him, he is willing to take a hit for them, even if it endangers his own health.

Strength Level: D'yn is superhuman strong and his durability exceeds even the one of most other heroes.

Known Superhuman Powers:Like his father, D'lyn has an increased strength and durability in regards of other members of his species and displays a finer control over his bodily structure. He has still to develop a finer control over the energies he can emit from his eyes to copy his fathers penetrating vision and similar powers. His psychic abilities are a bit underdeveloped as he has neither yet mastered his telekinesis to more than to propel himself, nor any of his fathers famous telepathic powers.Equipment: D'lyn is not known to use any specific kind of special equipment, but he sometimes improvises it with his vast knowledge of 'Grey' technology.

COMPLICATIONSSecret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.Enemy: Sometimes Regime loyalists try to attack and plan against him.Prejudice: His natural form may scare people and let react them xenophobic and distrusting.Identity: D'lyn cares more about his students and Dylan's friends that he admits. He wants to keep them save from his enemies.

COMPLICATIONS
Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.

Complications:
Predjudice: Blue Atlantean
Weakness: Blue Shark dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Background:
Anud Melado was born with blue skin and the ability to breath air, rare traits among the Atlanteans. After becoming an accomplished hunter and warrior, earning the nickname "Blue Shark", his mentors told him to learn from other aquatic heroes who were able to exist on land. This way he met Neptune Perkins, his wife Tsunami and, more important, their blue skinned daughter Deep Blue. They became lovers, but as differences grew, they decided to separate but stay friends in favor to waiting until they start to despite each other.
He joint an elite Atlantean fighting force, called the tridents and was soon named their finest warrior.
But his blue skin and the rumors of his possible Lemurian blood tainted the connection to his people. As Aquaman and Aqualad became more active in the surface world, he quickly followed, taking his favored weapon and armor with him.
On the surface he is still a blue Atlantean, but humans have grown more accustomed to strange looking heroes than the ocean dwellers.

Background:
(This is the same character seen in Justice League: Crisis on Two Earths, just with a slightly enhanced background)
The Jesters last prank had been nearly the end for J'edd J'arkus as it had been for Angelique. Only by quickly phasing through the ground he had a hope for escaping the blast. Sadly it knocked him still unconscious, floating helpless in the ground. It was much later than his regenerative abilities allowed him to surface. His world was changed. His power base destroyed, Ultraman, Johnny Quick and Owlman dead and President Wilson more confident than ever. Laying low he watched Ultraman and the others escape, but a quick mindread revealed that Ultraman would more likely kill him for "fleeing" the battle than try to join forces again.
Using his mental powers to ensure Erdel's (the man who originally teleported him to earth) help and some stolen secrets from Lex Luthors mind, he managed to escape to the world Luthor had gained help from. After all, now, when the good triumphed in his dimension, it was probably the time for the villains to do here...